Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Class Talents

Steamtech / Elusiveness

1.30

Effective talent level: 1.3Use mode: ActivatedSteam cost: 10Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: Using small steam motors to enhance your movements, you are able to slip past up to 1 foes in a line.
After passing the targets, you will quickly run 2 tiles away.

Effective talent level: 3.9Use mode: ActivatedSteam cost: 25Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: In an awesome feat of agility and technological prowess, you toss both of your steamguns in the air, causing them to spin madly for 3 turns.
Each turn, they will fire twice at random targets in range, dealing 188% weapon damage.
While the guns are airborne, you are disarmed and cannot attack.
The spectacle is so distracting that your foes have a hard time concentrating on you, increasing all of your resistances by 18%.

Awesome Toss

3/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 25Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: While your foes are distracted by your Awesome Toss, you use powerful steam motors to jump into the air and kick a target 2 tiles away.
The impact is so great that it ripples outwards, slowing all creatures in radius 3 by -13% for 4 turns while the reaction force propels you 1 tiles backwards.

Dazzling Jump

0/5

Steamtech / Avoidance

1.30

Effective talent level: 6.5Use mode: SustainedDrains steam: 3Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You tessellate your cloak with small pieces of metal, providing 14 damage reduction against all attacks.
The myriad metal scraps also help against incoming projectiles, providing a 25% chance of deflecting them to a nearby spot.

Automated Cloak Tessellation

5/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 20Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: With a gesture of your cloak, you drop a small incendiary device in front of you, creating a wall of thick steam of 3 length that burns creatures passing it for 7.36 fire damage and blocks sight for 5 turns.
At level 5 the action is so perfect that your foes even lose track of you entirely.
Damage increases with your steampower.

Cloak Gesture

0/5

Effective talent level: 0.0Use mode: SustainedDrains steam: 2Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Your cloak is lined with an automated health system that activate when no enemies are visible.
When it triggers, you will be healed for 11 life.
At talent level 3, it will also remove one detrimental physical effect.
The system can only trigger once every 12 turns.

Embedded Restoration Systems

0/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 45Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Trigger an array of small mirrors to appear all over your cloak.
The mirrors are positioned to reflect all light shining on you, granting 4 stealth power for 10 turns.
Stealth power increases with your steampower.

Cloaking Device

0/5

Steamtech / Gunslinging

1.30

Effective talent level: 6.5Use mode: ActivatedSteam cost: 6Range: 6Cooldown: 6Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You have learned to fire while moving.
In one motion, you fire your double steamguns (100% weapon damage, 1 tile range penalty) and may then move to an adjacent tile (unless pinned to the ground or immobilized).
This talent can be activated for up to 4 consecutive turns before it goes on cooldown, and takes time according to your steamtech speed or movement speed (if you move), whichever is slower.
When Strafe ends you may instantly reload between 6 and 9 ammo (based on the number of strafes you performed and your ammo capacity).

Strafe

5/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 12Range: 7Cooldown: 7Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You deliberately fire a missing shot at a target, startling it for 3 turns.
If the target fails a mental save it instinctively recoils two steps back.
The next shot that hits the startled creature will deal 150% more damage.

Startling Shot

0/5

Effective talent level: 0.0Use mode: SustainedDrains steam: 4Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Using small engines to augment your reflexes you are able to automatically fire retaliatory shots at your foes doing 40% weapon damage.
Retaliation shots are fired when you evade/are missed by a melee or ranged attack.
This can only happen once per turn and uses shots as normal.

Evasive Shots

0/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 25Range: 7Cooldown: 8Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Your cunning and dexterity allow you to fire incredible trick shots that can hit multiple targets.
You precisely aim your trick shot to ricochet amongst foes you can see so that whenever it hits something solid (creature or solid wall), it will bounce towards the next closest foe.
It may ricochet up to 1 times (or until it misses) within range 5 of your first target and will not target the same foe twice.
Your shot deals 60% weapon damage on its first strike, but loses 64% damage and 42(75%) accuracy with each bounce.

Trick Shot

0/5

Steamtech / Bullets mastery

1.30

Effective talent level: 1.3Use mode: ActivatedSteam cost: 30Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: By sending a stream of hot steam over your bullets you overheat them. For the next 3 turns, each bullet will set the target ablaze, making it burn for 39.12 fire damage over 5 turns (most of your shooting talents fire two bullets at once).
Damage will increase with Steampower.
Only one bullet enhancement can be used at once.

Overheat Bullets

1/5

Effective talent level: 1.3Use mode: ActivatedSteam cost: 30Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: You are able to polish your bullets so well they can go through multiple targets for 3 turns.
This also improves their armour penetration by 7.
Only one bullet enhancement can be used at once.

Supercharge Bullets

1/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 30Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: You swap your bullets for more massive ones for 0 turns.
When striking a creature, these bullets have a 23% chance of knocking it back 3 tiles and a 8% chance of stunning it for 3 turns.
The chances to knockback and stun increase with your Steampower.
Only one bullet enhancement can be used at once.

Percussive Bullets

0/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 40Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: You coat your bullets with flammable materials, for the next 0 turns each bullet will explode when it hits its target, dealing 5.43 fire damage to all foes within radius 2 (most of your shooting talents fire two bullets at once).
Damage will increase with Steampower.
Only one bullet enhancement can be used at once.

Effective talent level: 0.0Use mode: ActivatedSteam cost: 40Range: 7Cooldown: 8Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You fire a special, electrically charged shot with your steamgun(s) at a spot within range.
When each shot reaches its target, it bursts into electrified shrapnel within radius 2, which shocks each target hit and deals 60% weapon damage as lightning.
Shocked targets lose up to 1 non-magical effects (for the first shot that hits).
This talent does not use ammo.

Static Shot

0/5

Generic Talents

Steamtech / Physics

1.20

Effective talent level: 1.2Use mode: PassiveDescription: Allows you to create smithed tinkers of level 1.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Incendiary Groove* Spike Attachment (known)* Ablative Armour* Saw Projector (known)* Shocking Edge* Rustproof Coating* Solid Shell* Focus Lens (known)* Steamgun* Silver Filigree* Razor Edge* Crystal Edge* Back Support* Acid Groove* Mana Coil* Grounding Strap* Steamsaw (known)* Fatal Attractor* Viral Needlegun* Weapon Automaton: One Handed* Armour Reinforcement* Winterchill Edge* Crystal Plating* Toxic Cannister Launcher* Viral Injector* ...perhaps more to discover...

Smith

1/5

Effective talent level: 2.4Use mode: PassiveDescription: Allows you to create mechanical tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry* Saw Projector (known)* Kinetic Stabiliser (known)* Rocket Boots* Back Support* Steamsaw (known)* Fatal Attractor* Hook Shell* Saw Shell* Weapon Automaton: One Handed* Iron Grip (known)* Spring Grapple (known)* Air Recycler* Hand Cannon* ...perhaps more to discover...

Mechanical

2/5

Effective talent level: 0.0Use mode: PassiveDescription: Allows you to create electrical tinkers of level 0.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry* Black Light Emitter* Shocking Edge* Magnetic Shell* Galvanic Retributor* Mana Coil* Shocking Touch* Grounding Strap* Fatal Attractor* Lightning Coil* White Light Emitter* Voltaic Shell* Weapon Automaton: One Handed* Power Distributor* Mental Stimulator* Deflection Field (known)* ...perhaps more to discover...

Effective talent level: 0.0Use mode: ActivatedSteam cost: 100Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You open all steam valves at once, releasing a radius 3 wave of superheated steam around yourself which deals 19.10 fire damage.
If you had at least 50 steam, the vapours will be so hot that they can burn sensory organs, blinding affected creatures for 0 turns.
The effects scale with your current steam value; at 1 steam they are only 15% as effective as at 100 (current factor 100%).

Emergency Steam Purge

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your knowledge of physical laws allows you to use and improve equipment in ways their creators never dreamed.
Increases all stats, saves, armour, and defense bonuses by 0% on equipment that is crafted by a master or powered by steamtech.

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 45Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Call upon the luck and cunning of the Little Folk to increase your critical strike chance by 29% and your saves by 29 for 5 turns.
The bonus will increase with your Cunning.

Luck of the Little Folk

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Your incredible luck kicks in at just the right moment to save your skin.
Whenever you take 14% or more of your life from a single attack, you gain Evasion (50%) and 12 additional defense (based on your luck and other defensive stats) for the next 2 turns.

Duck and Dodge

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Halflings have always been a very organised and methodical race; the more foes they face, the more organised they are.
If two or more foes are in sight your Physical Power, Physical Save, Spellpower, Spell Save, Mental Save, and Mindpower are increased by 0.0 per foe (up to 5 foes).

Militant Mind

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 60Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years.
Removes 0 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns.

Indomitable

0/5

Steamtech / Chemistry

1.20

Effective talent level: 3.6Use mode: PassiveDescription: Allows you to create therapeutic tinkers of level 3.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fiery Salve (known)* Botanical Shell* Second Skin* Alchemist's Helper* Moss Tread* Pain Suppressor Salve (known)* Healing Salve (known)* Antimagic Shell (known)* Water Salve* Frost Salve* Air Recycler* Power Distributor* Poison Groove* Fungal Web (known)* Viral Injector* Unstoppable Force Salve* ...perhaps more to discover...

Therapeutics

3/5

Effective talent level: 1.2Use mode: PassiveDescription: Allows you to create chemical tinkers of level 1.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fireproof Coating* Waterproof Coating (known)* Black Light Emitter* Rustproof Coating* Alchemist's Helper* Acid Groove* Flash Powder (known)* White Light Emitter* Corrosive Shell (known)* Winterchill Edge* Toxic Shell* Itching Powder* ...perhaps more to discover...

Chemistry

1/5

Effective talent level: 2.4Use mode: PassiveDescription: Allows you to create explosive tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Botanical Shell* Incendiary Groove* Ablative Armour* Flare Shell* Solid Shell* Steamgun* Magnetic Shell* Thunder Grenade* Voltaic Shell* Hook Shell* Corrosive Shell (known)* Antimagic Shell (known)* Saw Shell* Explosive Shell* Hand Cannon* Toxic Shell* Thunderclap Coating* Headlamp (known)* ...perhaps more to discover...

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 1.3Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 23 Defense, 9% Armour hardiness, and 6% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 12 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Automated Cloak Tessellation

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You failed to protect the lost anorithil from death by Xeroldakira the dire wolf.

Escort: lost anorithil (level 2 of Norgos Lair)

failed

You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire.
As a reward you improved talent Endless Endurance (+1 level(s)).

Escort: lost tinker (level 3 of Trollmire)

done

You failed to protect the temporal explorer from death by Norgos, the Frozen.

Escort: temporal explorer (level 3 of Norgos Lair)

failed

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!

Of trolls and damp caves

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.

Storming the city

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
20 lumberjacks have died.

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the rune.

You can see your own image mirrored in the surface of this silvery rune.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight(The created item can be activated to recover the Focus.)Latent Damage Type: ArcaneIt can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1.

This crystal radiates the power of the Spellblaze itself.

Crystal Focus

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Automated Portable Extractor
Powered by steamtech0.00 Encumbrance.

[Plot Item]
Type: tinker / power

When carried:It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000.

The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes.
The metals are melted into lumps of ore to server for the creation of tinkers.
Any remains are melted and turned into valuable materials.

Automated Portable Extractor

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 239/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Using medical injector with 100% efficiency and 100% cooldown modifier.
Activating this item is instant.It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns.

Using medical injector with 100% efficiency and 100% cooldown modifier.It can be used to heal 121, putting Talent Medical Injector on cooldown for 15 turns.

Medical salve.

simple healing salve [power 121]

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Log

You gain 10.40 gold from the melting of Flashwill.
You gain 1.24 gold from the melting of potent elm starstaff (12-14.4 power, 2 apr, temporal element).
You gain 1.11 gold from the melting of rough leather sling of cold.
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 1.85 gold from the melting of nature's vined mindstar of clarity (5-5.5 power, 18 apr, nature damage).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 0.25 gold from the melting of mossy mindstar (2.5-2.75 power, 12 apr, mind damage).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 2.40 gold from the melting of creative vined mindstar of life (6-6.6 power, 18 apr, mind damage).
You collect a new ingredient: lump of iron (1).
You gain 1.37 gold from the melting of slime-covered iron mace of massacre (17-23.8 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.73 gold from the melting of steel greatsword of persecution (27-43.2 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.26 gold from the melting of insidious steel greatsword of erosion (22-35.2 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron greatmaul (18-27 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.49 gold from the melting of insidious iron greatmaul (18.5-27.75 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.15 gold from the melting of flaming iron dagger of massacre (15.5-20.15 power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.35 gold from the melting of flaming iron battleaxe of erosion (14.5-21.75 power, 1 apr).
You collect a new ingredient: stack of herbs (viperweed) (2).
You gain 4.00 gold from the melting of schematic: Corrosive Shell.There is a Way into the heart of the gloom here (press '' or right click to use).You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Ysise tessellates his cloak!